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Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #323445]
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Mon, 29 July 2013 19:55
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dinglehopper |
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Messages:134
Registered:January 2008 |
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Well, with a .22lr it is possible to hit someone in the heart and only damage the right side without any damage to the high pressure left side. This may come as a surprise but there are people who have survived being shot in the heart by a .22lr because it only hit the right side and of course they made it to the hospital in time. It is possible to stop someone with .22LR, you just need to perforate them several times or get a really lucky/well placed shot. Headshots with .22LR are not advisable because at any significant range (say 100 meters) they may not have enough power left to penetrate the skull.
By comparison if you get hit in the ankle with a .50bmg the damage is going to be massive, it will almost certainly amputate the foot sending shrapnel (the bones from the one leg) into the other foot and leg. It will likely also cause the leg further up, either at the knee or hip to be torn from the body. If the person was standing it will cause them to flip over and hit their head on the ground. And may, though this is somewhat rare but it does and has happened, hit the bone just right that the bullet essentially travels up the body exiting the head or shoulder and essentially causes the person to explode killing them before they even realized they had been shot. Getting shot by a .50bmg round is almost always fatal, usually instantly. Most other rounds do not kill instantly despite what movies and ammo boxes with the word hydroshock on it tell you. The reason is because the .50bmg impacts with such pressure it essentially causes a small explosion where it hits. Because of this some people erroneously believe you don
[Updated on: Mon, 29 July 2013 20:02] by Moderator Report message to a moderator
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Sergeant
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Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #323508]
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Wed, 31 July 2013 13:46
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Wil473 |
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Messages:2815
Registered:September 2004 Location: Canada |
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Not much time but here is a quick reply
E1vSIs it me or Mossberg 500 Cruiser looks unbalanced among shotguns?
AP to raise 10 (15-20)*
AP to attack 15 (20-25)*
range 150 (150-160)*
* for other shotguns
even supershorty has higher AP to fire.
Mossberg 500 Cruiser lacks a stock, so it has the modifiers of or modified stats to act like (I can't remember which) a weapon with its stock retracted. Perhaps the Super Shorty needs to be modified...
E1vS
Scar L 47 CQC kit sold in Assault rifles section at Bobby Ray shop.
Yes the SCAR kits, like AR Uppers and AUG barrels are classified as guns. Also yes SBR/CQC Assault Rifles are still Assault Rifles.
E1vS
m3a1 & Oss both have 91m range? is it normal?
.45 ACP is not known for range so, yeah that looks right (I remember putting some effort into figuring out an appropriate range for these guns).
E1vS
bug or there are other type of ghille pants?
Yes, map compatibility copy. I'll do something about hiding it from the NAS display later.
Mausi
- all RAS kits (for example M1 to M1 RAS) state that the stock should be detached before conversion: the stock can't be detached
Yes, the descriptions need to be updated. Not sure if the new "replaceable" setting will cause problems so I'll need to test these kits for actual function as well.
Mausi
- Trigger Group is a permanent attachment, but doesn't pop-up the "are you sure" message when getting attached
I don't think I've noticed this, can you replicate in stock v1.13?
Mausi
- the Browning Automatic Rifle in .30-06 caliber weighs only 1.10 kg
Looks like a bug, will check later.
Mausi
- the AK 10X series (i guess all of them, however i had only the AK 107 so far) accept Trigger Groups, resulting in a 6 shot burst
maybe this applies to the bullpups as well
That's a bug, probably have the wrong (N)CAP for trigger attachments set for the 107
Mausi
- Galil Sniper accepts Trigger Group: the burst hast the same AP costs as Single Shot, the vertical/horizontal recoil stays at 0.0
Same bug, see previous.
With Respect to Bullpup AK mods
dinglehopper
What does this mean in game terms?
-Ready time should be much better
-Reload time should be significantly worse.
-Size should be significantly shorter, it should fit in smaller pockets
-Weight should be reduced
-Attachment points can and often should be readjusted especially if going from an older gun (ak47) to a bullpup because the furniture will all change and rails will likely be included on the new furniture.
-Match triggers should not be possible
-Bullpups should have every benefit of a match trigger turned into the opposite negative and built into the gun; you must have a new trigger when converting to bullpup, and it is never a good one.
-Repair difficulty should be significantly increased
-When using irons or any two point sighting system accuracy should be less than with the standard version.
-And muzzle climb/rise values should probably not be the same, they should definitely not be better, but should in fact be worse. As Sam said, leaving them the same is probably justifiable in JA2, but they really should be worse.
Ready time - Done
Reload time - sort of, should examine making it 2x or 3x reg reload
Size - Done
Weight - I'll check, but I don't think this has been done
Attachment points - Done
Match triggers - I'll have to see if the (N)CAP scheme I have allows this (don't want to use Attachments.XML as there are a significant number of weapons)
Repair difficulty - will look into implementing
Irons Sights - will look into, I'm still sorting out the NAS and (N)CAP schemes for sights (found some other bugs in v4.47)
And muzzle climb/rise values - done if staying the same
[Updated on: Wed, 31 July 2013 13:59] by Moderator Report message to a moderator
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Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #323517]
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Wed, 31 July 2013 19:33
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iklop |
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Messages:82
Registered:July 2013 Location: Germany |
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Greetings :wave:
wil473Mausi
- all RAS kits (for example M1 to M1 RAS) state that the stock should be detached before conversion: the stock can't be detached
Yes, the descriptions need to be updated. Not sure if the new "replaceable" setting will cause problems so I'll need to test these kits for actual function as well.
If i understand your worry correctly: they work. Just combine the Kit and the corresponding gun, and the attachment slots get added - no problem to attach something or change Stocks
wil473Mausi
- Trigger Group is a permanent attachment, but doesn't pop-up the "are you sure" message when getting attached
I don't think I've noticed this, can you replicate in stock v1.13?
Tested with 6232/1704, as i installed AFS on it.
Trigger Group in vanilla 113 can be attached and detached at will.
wil473Mausi
- the AK 10X series (i guess all of them, however i had only the AK 107 so far) accept Trigger Groups, resulting in a 6 shot burst
maybe this applies to the bullpups as well
That's a bug, probably have the wrong (N)CAP for trigger attachments set for the 107
Mausi
- Galil Sniper accepts Trigger Group: the burst hast the same AP costs as Single Shot, the vertical/horizontal recoil stays at 0.0
Same bug, see previous.
Is it an automatic process or do you need to go through all weapons one by one ?
If the latter, affected weapons are:
- AK 107 + 107 bullpup
- AK 108 + 108 bullpup
- Galil Sniper
- Zastava M76 Sniper
As far as i could see these are all regarding the Trigger Group.
wil473E1vS
Scar L 47 CQC kit sold in Assault rifles section at Bobby Ray shop.
Yes the SCAR kits, like AR Uppers and AUG barrels are classified as guns. Also yes SBR/CQC Assault Rifles are still Assault Rifles.
Please excuse me for bumoing it again: it's actually the other way round, the L 47 CQC Kit is in the Sniper section, instead of being in the Assault Rifle section.
*confusion* what is a BDA ? I finally figured out what a AAG is, but no idea about the BDA
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Corporal 1st Class
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Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #323543]
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Thu, 01 August 2013 20:07
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deknegt |
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Messages:140
Registered:June 2007 Location: Doetinchem, Netherlands |
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I think I found a little bug, not sure if it's AFS or just 1.13 in general.
I went to San Mona, ready to kick the shit out of Kingpin and his buddies. And I decided to make a buck on the side, fighting 2/3 fights.
I set up all my guys, ready to get the show on the road and with 3 of 4 named guys being present in the bar I manage to eliminate everyone (except good Herve) in the bar in the starting turn.
I run outside, ready to fight a massive battle against the pissed off Kingpin goons. But to my shock and bewilderment, nothing happened. They where still glowing hostile red. But they literally didn't do anything.
Mouse just strolled around throwing Tac-Axes in everyone's skull, and all the while everyone just sat there and took it without moving or fighting back.
When she reached the 4th named guy guarding Kingpin's door (Devin?), he didn't do anything either. He just stood there as Mouse launched an axe into his skull.
Needless to say, every Kingpin goon was dead, and I hardly spent a bullet in doing it.
When I tried to go to the strategic map, it asked me to abandon the fight which I of course did.
Surely a big bug right?
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Sergeant
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Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #323562]
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Fri, 02 August 2013 17:14
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Wil473 |
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Messages:2815
Registered:September 2004 Location: Canada |
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deKnegtI think I found a little bug, not sure if it's AFS or just 1.13 in general.
I went to San Mona, ready to kick the shit out of Kingpin and his buddies. And I decided to make a buck on the side, fighting 2/3 fights.
I set up all my guys, ready to get the show on the road and with 3 of 4 named guys being present in the bar I manage to eliminate everyone (except good Herve) in the bar in the starting turn.
I run outside, ready to fight a massive battle against the pissed off Kingpin goons. But to my shock and bewilderment, nothing happened. They where still glowing hostile red. But they literally didn't do anything.
Mouse just strolled around throwing Tac-Axes in everyone's skull, and all the while everyone just sat there and took it without moving or fighting back.
When she reached the 4th named guy guarding Kingpin's door (Devin?), he didn't do anything either. He just stood there as Mouse launched an axe into his skull.
Needless to say, every Kingpin goon was dead, and I hardly spent a bullet in doing it.
When I tried to go to the strategic map, it asked me to abandon the fight which I of course did.
Surely a big bug right?
Bug or oversight. In my experience with messing around with hostile factions, the Kingpin faction is one of the easier ones to have turn on your mercs. I'm guessing you triggered the game into recognizing hostility by killing all the Kingpin faction NPC's and minions in the bar, but by doing so in one turn it did not propagate to remaining entities with that faction on the same map. The stealth kills with the Tactical Axe probably didn't help to spread the alarm. Additionally, being in the middle of Ultimate Fighting Quest probably may be a factor - the three fighters are classed as Kinpin faction if I remember correctly and you can generally fight/kill them without setting off additional hostilities. Perhaps you were in a game state that didn't allow hostility to spread?
That said, AFS does not modify stock quests - can you setup the same conditions and replicate this in stock v1.13?
[Updated on: Fri, 02 August 2013 17:17] by Moderator Report message to a moderator
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Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #323681]
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Mon, 05 August 2013 19:16
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deknegt |
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Messages:140
Registered:June 2007 Location: Doetinchem, Netherlands |
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Not a bug report, part of the general discussion.
After lots of fights purely loving the Armalite AR-7(yes that .22 plinky gun), I have managed to overcome a Drassen counterattack. One of the mooks left behind a slightly dinged up AWC Ultra II (Also a .22 plinky gun) which has an integral suppressor.
The AR-7 can't take barrel attachments, so it's long been a bit of a problem in that my first strike leaves the enemy knowing of enemies, but it hasn't failed me and it's general reliability is stuff of legends (0 jams in over 20 battles)
So i'm left wondering, replace the AR7 for the AWC UII which is slightly worse but has an amazing suppressor that gives me 2(!) loudness with subsonic HV... Or stick it out with a gun that hasn't failed me yet?
I even decided to screenshot both plinkyguns so that maybe you guys can help me decide. They are both equipped with 3.0 pistol scope and generic bipod, unloaded.
AR7 = 93& (99%)
AWC = 75% (91%)
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EDIT:
And I have a bug to report now. One that is replicable everytime I try it.
I have decided to testfire a few guns for the lulz, shooting at walls and ground. The first gun I grabbed was an M11 and put it on full auto.
But when I went to click to fire the screen went black and I got an ''Unhandled Exception, Unable to recover'' and my game CTD'ed.
I have tried it multiple times, in different sectors of Drassen and I got the same result. If you need, I can upload the savegame I am using so that you can replicate the problem.
[Updated on: Mon, 05 August 2013 19:55] by Moderator Report message to a moderator
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Sergeant
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Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #323687]
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Mon, 05 August 2013 20:31
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deknegt |
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Messages:140
Registered:June 2007 Location: Doetinchem, Netherlands |
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DepressivesBrotWhy not take both? With common ammo and the size of those things, it shouldn't be an issue^^
Well, that's true enough. But I only have one scope, and it's not really expedient to be switching out scopes mid battle.
FlugentedeKnegtAnd I have a bug to report now. One that is replicable everytime I try it.
I have decided to testfire a few guns for the lulz, shooting at walls and ground. The first gun I grabbed was an M11 and put it on full auto.
But when I went to click to fire the screen went black and I got an ''Unhandled Exception, Unable to recover'' and my game CTD'ed.
I have tried it multiple times, in different sectors of Drassen and I got the same result. If you need, I can upload the savegame I am using so that you can replicate the problem. Assuming you use NCTH and an exe between revisions 6235 and 6260, updating to an exe revision >= 6261 solves that problem.
Thanks bro, with 6263 it works perfectly now
[Updated on: Mon, 05 August 2013 20:49] by Moderator Report message to a moderator
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Sergeant
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